While Ninja Theory’s changes to launching and pause combos were solutions to relatively straightforward problems, its implementation of Dante’s powered-up Devil Trigger mode proved more complex. Capcom itself had fiddled with the mode’s effects over the series. In DMC3, for instance, activating Devil Trigger would knock all enemies out of their attack animations and deal them a little damage. The former effect remained for DMC4, but the latter didn’t. With Devil Trigger, then, Ninja Theory had freedom to tinker. Since Tucker believed DMC to be at its best when Dante was in the air, it was decided that activating Devil Trigger would fling every enemy onscreen off the ground. “The problem with that [at first] was that it took away a lot of the challenge,” she says, “because the enemies couldn’t do anything. It was like a big smart bomb. You lost the more hardcore side, where you still have enemies to deal with and only get an advantage if you can avoid getting hit. It was really tricky.” The team’s solution was elegant: enemies are knocked into the air, but then float back to earth, forcing you to prioritise targets to get the best results. Devil Trigger had never looked better, either, the screen draining of colour, and Dante’s hair along with it.